So I have a scene, completely based on 2D sprites. I want to render "light sources" into a seperate frame buffer (so mostly dots around, for example, the centre of a flame) and then render that frame ...

In several topics here it was suggested by people that doing lighting in tangent space is better than doing it in world space. Right now I am doing it in camera space, but it's really similar to world ...

I'm currently writing a little voxel game and tried to implement lighting. The problem is, that my cube faces are always brightened when I look at them, and don't depend on the position of my light ...

I have a libGDX project, in which I have a Box2D world, which is currently filled with some boxes as a terrain. I also added a DirectionalLight to the scene for simulating the Sun. I almost have the ...

Very Basic Question.when i run the the game the game Mode is Too dark as shown below in the picture. please suggest me some Setting how to globally switch on built in light while Running the game in ...

I'm trying to make a 2D game engine, and I really want to support ambient light as well as multiple point lights that you can define the color, intensity, radius, etc from uniforms in glsl shaders. ...

I'm trying to implement a visibility representation in a 2D game ( no plains, no quads - plain 2D )
In the examples below I have calculated what the player can see using raytracing and added all the ...

I'm implementing reflection/environment mapping using a cubemap. I have it working for the most part but when I move my camera around, I see the same area reflected on the object. I am calculating the ...

I'm new to OpenGL. I'm studying OpenGL 2.1 and I'm trying to make a little program to test the GL_SPOT_CUTOFF property, but when I set a value between 0.0-90.0, the light doesn't work and everything ...

I am currently working on a 2d platformer and have the general idea of how to apply 'lighting' to my level, but I am not sure at all how to make it smooth, similar to Terraria, as you can see here.
...

I'm implementing shadow mapping in my deferred rendering engine. I've got spot lights working, and now I'm working on point lights. Currently, I do it like this:
// Loop through the point lights
for ...

I decided to use Libqglviewer and the simple camera example to have a basic camera setup and play with fragment shading. I have not much experience in OpenGL but I have made my way through it.
I have ...

Here is a screenshot of the main character walking under a bright lamp:
His hat, that was originaly dark grey, turns completely white. My question is how can such lightsource do this without making ...

I'm having some issues with specular lights, to be more specific, the specular color seems to be flickering when I set high power, like 512 (I set the specular color to green, so you can see better):
...

I'm experiencing an odd problem where everything placed in front of my light appears black in my scene. This happens on multiple axes. I've searched the depths of the internet to find a solution, but ...

I currently have something like this using box2Dlights
Ideally, I would like objects casting shadows to be lit, so the object is lit but there is still a shadow cast around it. Right now the object ...

I want to be able to see through walls, so to do this I used planes for the walls, and enabled backface culling. However with shadow mapping I have a lot of light leaking through:
I read that using ...

Suppose I have a reasonable amount of light sources that I upload at once in my forward rendering and accumulate them in shader.
Now that I am willing to move to deferred, and so one pass per light, ...

To create a directional light effect, I want to draw this kind of transparency mask on an HTML canvas (using context2d):
I also want to be able to generate such a mask dynamically. I've tried using ...

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I'm working on the a volumetric spotlight into my engine(DirectX 11). I read quite a lot about it and would like to find a relatively quick solution.
ShaderX3's approach dividing the light volume ...

I've got a shader that does the texturing, lighting, etc. for my game engine (written on top of MonoGame, in case that's relevant) for my block-terrain-based game (everything is rendered as triangles ...

I have two RGBA integers. What procedure should I perform on them to return the multiplied colour? Do I need to split the RGBA integer into its component integers (R, G, B, A)?
I'm using this for a ...

I'm trying to make a smooth day/night cycle for a game project that I've been working on. I've already set up a clock that adds deltaTime to seconds, wraps seconds to gameMinutes, etc. The issue that ...

I'm new to Unreal 4 and just started using 2D. I have normal maps for my sprite that I'd like to put in so that the sprite responds to light as if all the details were modeled in 3D.
How should I do ...

I'm implementing a D3D10 version of my renderer (not porting to avoid losing Windows XP support). I didn't go straight to D3D11 because MSDN and other sources recommend upgrading to 10 and then to 11.
...